- texture code refactoring to consolidate multiple textures referencing the same backing image.

This commit is contained in:
Christoph Oelckers 2020-04-13 17:05:49 +02:00
parent 3a47c5c7f7
commit aeba304715
28 changed files with 160 additions and 128 deletions

View file

@ -50,7 +50,7 @@ void AnimTexture::SetFrame(const uint8_t *palette, const void *data_)
{
memcpy(Palette, palette, 768);
memcpy(Image.Data(), data_, Width * Height);
SystemTextures.Clean(true, true);
CleanHardwareTextures(true, true);
}
//===========================================================================

View file

@ -14,8 +14,8 @@ public:
MAX_TEXTURES = 16
};
IHardwareTexture() {}
virtual ~IHardwareTexture() {}
IHardwareTexture() = default;
virtual ~IHardwareTexture() = default;
virtual void DeleteDescriptors() { }

View file

@ -30,6 +30,21 @@
IHardwareTexture* CreateHardwareTexture();
// We really do not need to create more than one hardware texture per image source.
// However, the internal handling depends on FTexture for everything so this array maps each all textures sharing the same master texture that gets used in the layer array.
static TMap<FImageSource*, FTexture*> imageToMasterTexture;
static FTexture* GetMasterTexture(FTexture* tx)
{
if (tx->GetUseType() == ETextureType::Null) return tx; // Null textures never get redirected
auto img = tx->GetImage();
if (!img) return tx; // this is not an image texture and represents itself.
auto find = imageToMasterTexture.CheckKey(img);
if (find) return *find; // already got a master texture for this. Return it.
imageToMasterTexture.Insert(img, tx);
return tx; // this is a newly added master texture.
}
//===========================================================================
//
// Constructor
@ -39,7 +54,8 @@ IHardwareTexture* CreateHardwareTexture();
FMaterial::FMaterial(FTexture * tx, bool expanded)
{
mShaderIndex = SHADER_Default;
sourcetex = tex = tx;
sourcetex = tx;
imgtex = GetMasterTexture(tx);
if (tx->UseType == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(tx)->GetColorFormat() == 0)
{
@ -63,7 +79,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
{
for (auto &texture : { tx->Normal, tx->Specular })
{
mTextureLayers.Push(texture);
mTextureLayers.Push(GetMasterTexture(texture));
}
mShaderIndex = SHADER_Specular;
}
@ -71,7 +87,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
{
for (auto &texture : { tx->Normal, tx->Metallic, tx->Roughness, tx->AmbientOcclusion })
{
mTextureLayers.Push(texture);
mTextureLayers.Push(GetMasterTexture(texture));
}
mShaderIndex = SHADER_PBR;
}
@ -80,7 +96,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
tx->CreateDefaultBrightmap();
if (tx->Brightmap)
{
mTextureLayers.Push(tx->Brightmap);
mTextureLayers.Push(GetMasterTexture(tx->Brightmap));
mLayerFlags |= TEXF_Brightmap;
}
else
@ -89,7 +105,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
}
if (tx->Detailmap)
{
mTextureLayers.Push(tx->Detailmap);
mTextureLayers.Push(GetMasterTexture(tx->Detailmap));
mLayerFlags |= TEXF_Detailmap;
}
else
@ -98,7 +114,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
}
if (tx->Glowmap)
{
mTextureLayers.Push(tx->Glowmap);
mTextureLayers.Push(GetMasterTexture(tx->Glowmap));
mLayerFlags |= TEXF_Glowmap;
}
else
@ -114,7 +130,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
for (auto &texture : tx->CustomShaderTextures)
{
if (texture == nullptr) continue;
mTextureLayers.Push(texture);
mTextureLayers.Push(GetMasterTexture(texture));
}
mShaderIndex = tx->shaderindex;
}
@ -167,11 +183,11 @@ FMaterial::~FMaterial()
void FMaterial::SetSpriteRect()
{
auto leftOffset = tex->GetLeftOffsetHW();
auto topOffset = tex->GetTopOffsetHW();
auto leftOffset = sourcetex->GetLeftOffsetHW();
auto topOffset = sourcetex->GetTopOffsetHW();
float fxScale = (float)tex->Scale.X;
float fyScale = (float)tex->Scale.Y;
float fxScale = (float)sourcetex->Scale.X;
float fyScale = (float)sourcetex->Scale.Y;
// mSpriteRect is for positioning the sprite in the scene.
mSpriteRect.left = -leftOffset / fxScale;
@ -311,7 +327,7 @@ outl:
IHardwareTexture *FMaterial::GetLayer(int i, int translation, FTexture **pLayer)
{
FTexture *layer = i == 0 ? tex : mTextureLayers[i - 1];
FTexture *layer = i == 0 ? imgtex : mTextureLayers[i - 1];
if (pLayer) *pLayer = layer;
if (layer && layer->UseType!=ETextureType::Null)

View file

@ -28,6 +28,7 @@ enum
class FMaterial
{
private:
TArray<FTexture*> mTextureLayers;
int mShaderIndex;
int mLayerFlags = 0;
@ -48,14 +49,37 @@ class FMaterial
bool TrimBorders(uint16_t *rect);
public:
FTexture *tex;
FTexture *sourcetex; // in case of redirection this is different from tex.
FTexture *sourcetex; // the owning texture.
FTexture* imgtex; // the master texture for the backing image. Can be different from sourcetex and should not be in the layer array because that'd confuse the precacher.
FMaterial(FTexture *tex, bool forceexpand);
~FMaterial();
int GetLayerFlags() const { return mLayerFlags; }
void SetSpriteRect();
int GetShaderIndex() const { return mShaderIndex; }
FTexture* Source() const
{
return sourcetex;
}
FTexture* BaseLayer() const
{
// Only for spftpoly!
return imgtex;
}
bool isFullbright() const
{
return sourcetex->isFullbright();
}
bool isHardwareCanvas() const
{
return sourcetex->isHardwareCanvas();
}
bool GetTranslucency()
{
// This queries the master texture to reduce recalculations.
return imgtex->GetTranslucency();
}
void AddTextureLayer(FTexture *tex)
{
ValidateTexture(tex, false);
@ -77,7 +101,7 @@ public:
bool hasCanvas()
{
return tex->isHardwareCanvas();
return sourcetex->isHardwareCanvas();
}
IHardwareTexture *GetLayer(int i, int translation, FTexture **pLayer = nullptr);

View file

@ -733,6 +733,12 @@ bool FTexture::DetermineTranslucency()
return !!bTranslucent;
}
void FTexture::CleanHardwareTextures(bool cleannormal, bool cleanexpanded)
{
SystemTextures.Clean(cleannormal, cleanexpanded);
}
//===========================================================================
//
// the default just returns an empty texture.

View file

@ -119,7 +119,7 @@ void FTextureManager::FlushAll()
{
for (int j = 0; j < 2; j++)
{
Textures[i].Texture->SystemTextures.Clean(true, true);
Textures[i].Texture->CleanHardwareTextures(true, true);
DeleteSoftwareTexture(Textures[i].Texture->SoftwareTexture);
Textures[i].Texture->SoftwareTexture = nullptr;
}

View file

@ -248,6 +248,7 @@ public:
virtual FImageSource *GetImage() const { return nullptr; }
void AddAutoMaterials();
void CreateUpsampledTextureBuffer(FTextureBuffer &texbuffer, bool hasAlpha, bool checkonly);
void CleanHardwareTextures(bool cleannormal, bool cleanextended);
// These are mainly meant for 2D code which only needs logical information about the texture to position it properly.
int GetDisplayWidth() { int foo = int((Width * 2) / Scale.X); return (foo >> 1) + (foo & 1); }

View file

@ -373,8 +373,8 @@ bool Wiper_Burn::Run(int ticks)
done = (Density < 0);
}
BurnTexture->SystemTextures.Clean(true, true);
endScreen->SystemTextures.Clean(false, false);
BurnTexture->CleanHardwareTextures(true, true);
endScreen->CleanHardwareTextures(false, false);
const uint8_t *src = BurnArray;
uint32_t *dest = (uint32_t *)BurnTexture->GetBuffer();

View file

@ -298,7 +298,7 @@ void FGLRenderState::Apply()
void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader)
{
if (mat->tex->isHardwareCanvas())
if (mat->isHardwareCanvas())
{
mTempTM = TM_OPAQUE;
}
@ -306,11 +306,11 @@ void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translatio
{
mTempTM = TM_NORMAL;
}
auto tex = mat->Source();
mEffectState = overrideshader >= 0 ? overrideshader : mat->GetShaderIndex();
mShaderTimer = mat->tex->shaderspeed;
SetSpecular(mat->tex->Glossiness, mat->tex->SpecularLevel);
mShaderTimer = tex->shaderspeed;
SetSpecular(tex->Glossiness, tex->SpecularLevel);
auto tex = mat->tex;
if (tex->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
if (tex->isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
else if ((tex->isWarped() || tex->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;

View file

@ -308,18 +308,17 @@ IHardwareTexture *OpenGLFrameBuffer::CreateHardwareTexture()
void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
{
auto tex = mat->tex;
if (tex->isSWCanvas()) return;
if (mat->Source()->isSWCanvas()) return;
int flags = mat->isExpanded() ? CTF_Expand : 0;
int numLayers = mat->GetLayers();
auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation));
FTexture* layer;
auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
if (base->BindOrCreate(tex, 0, CLAMP_NONE, translation, flags))
if (base->BindOrCreate(layer, 0, CLAMP_NONE, translation, flags))
{
for (int i = 1; i < numLayers; i++)
{
FTexture *layer;
auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
systex->BindOrCreate(layer, i, CLAMP_NONE, 0, mat->isExpanded() ? CTF_Expand : 0);
}

View file

@ -101,7 +101,7 @@ void HWDrawInfo::AddFlat(HWFlat *flat, bool fog)
// translucent 3D floors go into the regular translucent list, translucent portals go into the translucent border list.
list = (flat->renderflags&SSRF_RENDER3DPLANES) ? GLDL_TRANSLUCENT : GLDL_TRANSLUCENTBORDER;
}
else if (flat->gltexture->tex->GetTranslucency())
else if (flat->gltexture->GetTranslucency())
{
if (flat->stack)
{

View file

@ -349,7 +349,7 @@ void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
}
else
{
if (!gltexture->tex->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
if (!gltexture->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
else state.AlphaFunc(Alpha_GEqual, 0.f);
state.SetMaterial(gltexture, CLAMP_NONE, 0, -1);
state.SetPlaneTextureRotation(&plane, gltexture);
@ -407,7 +407,7 @@ void HWFlat::Process(HWDrawInfo *di, sector_t * model, int whichplane, bool fog)
{
gltexture=FMaterial::ValidateTexture(plane.texture, false, true);
if (!gltexture) return;
if (gltexture->tex->isFullbright())
if (gltexture->isFullbright())
{
Colormap.MakeWhite();
lightlevel=255;

View file

@ -960,7 +960,7 @@ void HWHorizonPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
di->SetCameraPos(vp.Pos);
if (gltexture && gltexture->tex->isFullbright())
if (gltexture && gltexture->isFullbright())
{
// glowing textures are always drawn full bright without color
di->SetColor(state, 255, 0, false, origin->colormap, 1.f);

View file

@ -61,8 +61,9 @@ void HWSkyInfo::init(HWDrawInfo *di, int sky1, PalEntry FadeColor)
}
FTextureID texno = s->GetTexture(pos);
texture[0] = FMaterial::ValidateTexture(texno, false, true);
if (!texture[0] || !texture[0]->tex->isValid()) goto normalsky;
FTexture* tex = TexMan.GetTexture(texno, true);
if (!tex || !tex->isValid()) goto normalsky;
texture[0] = FMaterial::ValidateTexture(tex, false);
skytexno1 = texno;
x_offset[0] = s->GetTextureXOffset(pos) * (360.f/65536.f);
y_offset = s->GetTextureYOffset(pos);

View file

@ -292,9 +292,10 @@ void FSkyVertexBuffer::SetupMatrices(HWDrawInfo *di, FMaterial *tex, float x_off
float xscale = texw < 1024.f ? floor(1024.f / float(texw)) : 1.f;
float yscale = 1.f;
auto texskyoffset = tex->Source()->GetSkyOffset() + skyoffset;
if (texh <= 128 && (di->Level->flags & LEVEL_FORCETILEDSKY))
{
modelMatrix.translate(0.f, (-40 + tex->tex->GetSkyOffset() + skyoffset)*skyoffsetfactor, 0.f);
modelMatrix.translate(0.f, (-40 + texskyoffset)*skyoffsetfactor, 0.f);
modelMatrix.scale(1.f, 1.2f * 1.17f, 1.f);
yscale = 240.f / texh;
}
@ -312,12 +313,12 @@ void FSkyVertexBuffer::SetupMatrices(HWDrawInfo *di, FMaterial *tex, float x_off
}
else if (texh <= 240)
{
modelMatrix.translate(0.f, (200 - texh + tex->tex->GetSkyOffset() + skyoffset)*skyoffsetfactor, 0.f);
modelMatrix.translate(0.f, (200 - texh + texskyoffset)*skyoffsetfactor, 0.f);
modelMatrix.scale(1.f, 1.f + ((texh - 200.f) / 200.f) * 1.17f, 1.f);
}
else
{
modelMatrix.translate(0.f, (-40 + tex->tex->GetSkyOffset() + skyoffset)*skyoffsetfactor, 0.f);
modelMatrix.translate(0.f, (-40 + texskyoffset)*skyoffsetfactor, 0.f);
modelMatrix.scale(1.f, 1.2f * 1.17f, 1.f);
yscale = 240.f / texh;
}

View file

@ -66,12 +66,13 @@ void HWSkyPortal::RenderDome(HWDrawInfo *di, FRenderState &state, FMaterial * te
// The caps only get drawn for the main layer but not for the overlay.
if (mode == FSkyVertexBuffer::SKYMODE_MAINLAYER && tex != NULL)
{
PalEntry pe = tex->tex->GetSkyCapColor(false);
auto base = tex->Source();
PalEntry pe = base->GetSkyCapColor(false);
state.SetObjectColor(pe);
state.EnableTexture(false);
RenderRow(di, state, DT_TriangleFan, 0);
pe = tex->tex->GetSkyCapColor(true);
pe = base->GetSkyCapColor(true);
state.SetObjectColor(pe);
RenderRow(di, state, DT_TriangleFan, rc);
state.EnableTexture(true);
@ -96,7 +97,7 @@ void HWSkyPortal::RenderDome(HWDrawInfo *di, FRenderState &state, FMaterial * te
void HWSkyPortal::RenderBox(HWDrawInfo *di, FRenderState &state, FTextureID texno, FMaterial * gltex, float x_offset, bool sky2)
{
FSkyBox * sb = static_cast<FSkyBox*>(gltex->tex);
FSkyBox * sb = static_cast<FSkyBox*>(gltex->Source());
int faces;
FMaterial * tex;
@ -181,7 +182,7 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
di->SetupView(state, 0, 0, 0, !!(mState->MirrorFlag & 1), !!(mState->PlaneMirrorFlag & 1));
state.SetVertexBuffer(vertexBuffer);
if (origin->texture[0] && origin->texture[0]->tex->isSkybox())
if (origin->texture[0] && origin->texture[0]->Source()->isSkybox())
{
RenderBox(di, state, origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->sky2);
}

View file

@ -94,7 +94,7 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
// Optionally use STYLE_ColorBlend in place of STYLE_Add for fullbright items.
if (RenderStyle == LegacyRenderStyles[STYLE_Add] && trans > 1.f - FLT_EPSILON &&
gl_usecolorblending && !di->isFullbrightScene() && actor &&
fullbright && gltexture && !gltexture->tex->GetTranslucency())
fullbright && gltexture && !gltexture->GetTranslucency())
{
RenderStyle = LegacyRenderStyles[STYLE_ColorAdd];
}
@ -106,7 +106,7 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
{
state.AlphaFunc(Alpha_GEqual, 0.f);
}
else if (!gltexture || !gltexture->tex->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
else if (!gltexture || !gltexture->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
else state.AlphaFunc(Alpha_Greater, 0.f);
if (RenderStyle.BlendOp == STYLEOP_Shadow)
@ -914,7 +914,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
// allow disabling of the fullbright flag by a brightmap definition
// (e.g. to do the gun flashes of Doom's zombies correctly.
fullbright = (thing->flags5 & MF5_BRIGHT) ||
((thing->renderflags & RF_FULLBRIGHT) && (!gltexture || !gltexture->tex->isFullbrightDisabled()));
((thing->renderflags & RF_FULLBRIGHT) && (!gltexture || !gltexture->Source()->isFullbrightDisabled()));
lightlevel = fullbright ? 255 :
hw_ClampLight(rendersector->GetTexture(sector_t::ceiling) == skyflatnum ?
@ -1033,7 +1033,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
RenderStyle.DestAlpha = STYLEALPHA_InvSrc;
}
}
if ((gltexture && gltexture->tex->GetTranslucency()) || (RenderStyle.Flags & STYLEF_RedIsAlpha) || (modelframe && thing->RenderStyle != DefaultRenderStyle()))
if ((gltexture && gltexture->GetTranslucency()) || (RenderStyle.Flags & STYLEF_RedIsAlpha) || (modelframe && thing->RenderStyle != DefaultRenderStyle()))
{
if (hw_styleflags == STYLEHW_Solid)
{

View file

@ -264,7 +264,7 @@ void HWWall::RenderTranslucentWall(HWDrawInfo *di, FRenderState &state)
state.SetRenderStyle(RenderStyle);
if (gltexture)
{
if (!gltexture->tex->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
if (!gltexture->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
else state.AlphaFunc(Alpha_GEqual, 0.f);
RenderTexturedWall(di, state, HWWall::RWF_TEXTURED | HWWall::RWF_NOSPLIT);
}
@ -442,7 +442,7 @@ const char HWWall::passflag[] = {
//==========================================================================
void HWWall::PutWall(HWDrawInfo *di, bool translucent)
{
if (gltexture && gltexture->tex->GetTranslucency() && passflag[type] == 2)
if (gltexture && gltexture->GetTranslucency() && passflag[type] == 2)
{
translucent = true;
}
@ -1010,7 +1010,7 @@ bool HWWall::SetWallCoordinates(seg_t * seg, FTexCoordInfo *tci, float textureto
if (gltexture != NULL)
{
bool normalize = false;
if (gltexture->tex->isHardwareCanvas()) normalize = true;
if (gltexture->isHardwareCanvas()) normalize = true;
else if (flags & HWF_CLAMPY)
{
// for negative scales we can get negative coordinates here.
@ -1039,7 +1039,7 @@ void HWWall::CheckTexturePosition(FTexCoordInfo *tci)
{
float sub;
if (gltexture->tex->isHardwareCanvas()) return;
if (gltexture->isHardwareCanvas()) return;
// clamp texture coordinates to a reasonable range.
// Extremely large values can cause visual problems
@ -1106,7 +1106,7 @@ void HWWall::CheckTexturePosition(FTexCoordInfo *tci)
static void GetTexCoordInfo(FMaterial *tex, FTexCoordInfo *tci, side_t *side, int texpos)
{
tci->GetFromTexture(tex->tex, (float)side->GetTextureXScale(texpos), (float)side->GetTextureYScale(texpos), !!(side->GetLevel()->flags3 & LEVEL3_FORCEWORLDPANNING));
tci->GetFromTexture(tex->Source(), (float)side->GetTextureXScale(texpos), (float)side->GetTextureYScale(texpos), !!(side->GetLevel()->flags3 & LEVEL3_FORCEWORLDPANNING));
}
//==========================================================================
@ -1412,7 +1412,7 @@ void HWWall::DoMidTexture(HWDrawInfo *di, seg_t * seg, bool drawfogboundary,
case 0:
RenderStyle=STYLE_Translucent;
alpha = seg->linedef->alpha;
translucent =alpha < 1. || (gltexture && gltexture->tex->GetTranslucency());
translucent =alpha < 1. || (gltexture && gltexture->GetTranslucency());
break;
case ML_ADDTRANS:
@ -2209,7 +2209,7 @@ void HWWall::ProcessLowerMiniseg(HWDrawInfo *di, seg_t *seg, sector_t * frontsec
{
FTexCoordInfo tci;
type = RENDERWALL_BOTTOM;
tci.GetFromTexture(gltexture->tex, 1, 1, false);
tci.GetFromTexture(gltexture->Source(), 1, 1, false);
SetWallCoordinates(seg, &tci, bfh, bfh, bfh, ffh, ffh, 0);
PutWall(di, false);
}

View file

@ -94,7 +94,7 @@ void HWDrawInfo::DrawPSprite(HUDSprite *huds, FRenderState &state)
}
else
{
float thresh = (huds->tex->tex->GetTranslucency() || huds->OverrideShader != -1) ? 0.f : gl_mask_sprite_threshold;
float thresh = (huds->tex->GetTranslucency() || huds->OverrideShader != -1) ? 0.f : gl_mask_sprite_threshold;
state.AlphaFunc(Alpha_GEqual, thresh);
state.SetMaterial(huds->tex, CLAMP_XY_NOMIP, (huds->weapon->Flags & PSPF_PLAYERTRANSLATED) ? huds->owner->Translation : 0, huds->OverrideShader);
state.Draw(DT_TriangleStrip, huds->mx, 4);

View file

@ -62,7 +62,7 @@ static void PrecacheTexture(FTexture *tex, int cache)
//===========================================================================
static void PrecacheList(FMaterial *gltex, SpriteHits& translations)
{
gltex->tex->SystemTextures.CleanUnused(translations, gltex->isExpanded());
gltex->BaseLayer()->SystemTextures.CleanUnused(translations, gltex->isExpanded());
SpriteHits::Iterator it(translations);
SpriteHits::Pair* pair;
while (it.NextPair(pair)) screen->PrecacheMaterial(gltex, pair->Key);
@ -196,12 +196,15 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
FTexture *tex = TexMan.ByIndex(i);
if (tex != nullptr)
{
FMaterial *mat = FMaterial::ValidateTexture(tex, false, false);
if (mat != nullptr)
if (texhitlist[i] & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
{
for (auto ftex : mat->GetLayerArray())
FMaterial* mat = FMaterial::ValidateTexture(tex, false, false);
if (mat != nullptr)
{
usedTextures.Insert(ftex, true);
for (auto ftex : mat->GetLayerArray())
{
usedTextures.Insert(ftex, true);
}
}
}
if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
@ -226,11 +229,11 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
{
if (usedTextures.CheckKey(tex) == nullptr)
{
tex->SystemTextures.Clean(true, false);
tex->CleanHardwareTextures(true, false);
}
if (usedSprites.CheckKey(tex) == nullptr)
{
tex->SystemTextures.Clean(false, true);
tex->CleanHardwareTextures(false, true);
}
}
}

View file

@ -535,13 +535,19 @@ void PolyFrameBuffer::CleanForRestart()
void PolyFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
{
auto tex = mat->tex;
if (tex->isSWCanvas()) return;
if (mat->Source()->isSWCanvas()) return;
int flags = mat->isExpanded() ? CTF_Expand : 0;
auto base = static_cast<PolyHardwareTexture*>(mat->GetLayer(0, translation));
FTexture* layer;
auto systex = static_cast<PolyHardwareTexture*>(mat->GetLayer(0, translation, &layer));
systex->GetImage(layer, translation, flags);
base->Precache(mat, translation, flags);
int numLayers = mat->GetLayers();
for (int i = 1; i < numLayers; i++)
{
auto systex = static_cast<PolyHardwareTexture*>(mat->GetLayer(i, 0, &layer));
systex->GetImage(layer, 0, mat->isExpanded() ? CTF_Expand : 0);
}
}
IHardwareTexture *PolyFrameBuffer::CreateHardwareTexture()

View file

@ -62,36 +62,15 @@ void PolyHardwareTexture::Reset()
}
}
void PolyHardwareTexture::Precache(FMaterial *mat, int translation, int flags)
DCanvas *PolyHardwareTexture::GetImage(FTexture *baselayer, const FMaterialState &state)
{
int numLayers = mat->GetLayers();
GetImage(mat->tex, translation, flags);
for (int i = 1; i < numLayers; i++)
{
FTexture *layer;
auto systex = static_cast<PolyHardwareTexture*>(mat->GetLayer(i, 0, &layer));
systex->GetImage(layer, 0, mat->isExpanded() ? CTF_Expand : 0);
}
}
DCanvas *PolyHardwareTexture::GetImage(const FMaterialState &state)
{
FTexture *tex = state.mMaterial->tex;
FTexture *tex = state.mMaterial->Source();
if (tex->isHardwareCanvas()) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
if (!mCanvas)
{
FMaterial *mat = state.mMaterial;
int clampmode = state.mClampMode;
int translation = state.mTranslation;
if (tex->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
if (tex->isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
else if ((tex->isWarped() || tex->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
int flags = state.mMaterial->isExpanded() ? CTF_Expand : 0;
return GetImage(tex, translation, flags);
return GetImage(baselayer, state.mTranslation, flags);
}
return mCanvas.get();

View file

@ -23,9 +23,7 @@ public:
static void ResetAll();
void Reset();
void Precache(FMaterial *mat, int translation, int flags);
DCanvas *GetImage(const FMaterialState &state);
DCanvas *GetImage(FTexture *tex, const FMaterialState &state);
DCanvas *GetImage(FTexture *tex, int translation, int flags);
PolyDepthStencil *GetDepthStencil(FTexture *tex);

View file

@ -280,8 +280,8 @@ void PolyRenderState::Apply()
mDrawCommands->SetShader(EFF_NONE, mTextureEnabled ? effectState : SHADER_NoTexture, mAlphaThreshold >= 0.f, false);
}
if (mMaterial.mMaterial && mMaterial.mMaterial->tex)
mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->tex->shaderspeed / 1000.);
if (mMaterial.mMaterial && mMaterial.mMaterial->Source())
mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->shaderspeed / 1000.);
else
mStreamData.timer = 0.0f;
@ -312,12 +312,13 @@ void PolyRenderState::ApplyMaterial()
{
if (mMaterial.mChanged && mMaterial.mMaterial)
{
mTempTM = mMaterial.mMaterial->tex->isHardwareCanvas() ? TM_OPAQUE : TM_NORMAL;
mTempTM = mMaterial.mMaterial->isHardwareCanvas() ? TM_OPAQUE : TM_NORMAL;
auto base = static_cast<PolyHardwareTexture*>(mMaterial.mMaterial->GetLayer(0, mMaterial.mTranslation));
FTexture* layer;
auto base = static_cast<PolyHardwareTexture*>(mMaterial.mMaterial->GetLayer(0, mMaterial.mTranslation, &layer));
if (base)
{
DCanvas *texcanvas = base->GetImage(mMaterial);
DCanvas *texcanvas = base->GetImage(layer, mMaterial);
mDrawCommands->SetTexture(0, texcanvas->GetPixels(), texcanvas->GetWidth(), texcanvas->GetHeight(), texcanvas->IsBgra());
int numLayers = mMaterial.mMaterial->GetLayers();

View file

@ -337,8 +337,8 @@ void VkRenderState::ApplyStreamData()
mStreamData.useVertexData = passManager->GetVertexFormat(static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat)->UseVertexData;
if (mMaterial.mMaterial && mMaterial.mMaterial->tex)
mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->tex->shaderspeed / 1000.);
if (mMaterial.mMaterial && mMaterial.mMaterial->Source())
mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->shaderspeed / 1000.);
else
mStreamData.timer = 0.0f;
@ -369,7 +369,7 @@ void VkRenderState::ApplyPushConstants()
}
int tempTM = TM_NORMAL;
if (mMaterial.mMaterial && mMaterial.mMaterial->tex && mMaterial.mMaterial->tex->isHardwareCanvas())
if (mMaterial.mMaterial && mMaterial.mMaterial->isHardwareCanvas())
tempTM = TM_OPAQUE;
mPushConstants.uFogEnabled = fogset;
@ -383,8 +383,11 @@ void VkRenderState::ApplyPushConstants()
mPushConstants.uAlphaThreshold = mAlphaThreshold;
mPushConstants.uClipSplit = { mClipSplit[0], mClipSplit[1] };
if (mMaterial.mMaterial && mMaterial.mMaterial->tex)
mPushConstants.uSpecularMaterial = { mMaterial.mMaterial->tex->Glossiness, mMaterial.mMaterial->tex->SpecularLevel };
if (mMaterial.mMaterial)
{
auto source = mMaterial.mMaterial->Source();
mPushConstants.uSpecularMaterial = { source->Glossiness, source->SpecularLevel };
}
mPushConstants.uLightIndex = mLightIndex;
mPushConstants.uDataIndex = mStreamBufferWriter.DataIndex();

View file

@ -648,14 +648,21 @@ void VulkanFrameBuffer::CleanForRestart()
void VulkanFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
{
auto tex = mat->tex;
if (tex->isSWCanvas()) return;
if (mat->Source()->isSWCanvas()) return;
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
int flags = mat->isExpanded() ? CTF_Expand : 0;
auto base = static_cast<VkHardwareTexture*>(mat->GetLayer(0, translation));
FTexture* layer;
base->Precache(mat, translation, flags);
auto systex = static_cast<VkHardwareTexture*>(mat->GetLayer(0, translation, &layer));
systex->GetImage(layer, translation, mat->isExpanded() ? CTF_Expand : 0);
int numLayers = mat->GetLayers();
for (int i = 1; i < numLayers; i++)
{
auto systex = static_cast<VkHardwareTexture*>(mat->GetLayer(i, 0, &layer));
systex->GetImage(layer, 0, mat->isExpanded() ? CTF_Expand : 0);
}
}
IHardwareTexture *VulkanFrameBuffer::CreateHardwareTexture()

View file

@ -109,33 +109,21 @@ void VkHardwareTexture::ResetAllDescriptors()
fb->GetRenderPassManager()->TextureSetPoolReset();
}
void VkHardwareTexture::Precache(FMaterial *mat, int translation, int flags)
{
int numLayers = mat->GetLayers();
GetImage(mat->tex, translation, flags);
for (int i = 1; i < numLayers; i++)
{
FTexture *layer;
auto systex = static_cast<VkHardwareTexture*>(mat->GetLayer(i, 0, &layer));
systex->GetImage(layer, 0, mat->isExpanded() ? CTF_Expand : 0);
}
}
VulkanDescriptorSet *VkHardwareTexture::GetDescriptorSet(const FMaterialState &state)
{
FMaterial *mat = state.mMaterial;
FTexture *tex = state.mMaterial->tex;
FTexture *base = state.mMaterial->Source();
int clampmode = state.mClampMode;
int translation = state.mTranslation;
if (tex->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
if (tex->isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
else if ((tex->isWarped() || tex->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
if (base->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
if (base->isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
else if ((base->isWarped() || base->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
int flags = state.mMaterial->isExpanded() ? CTF_Expand : 0;
if (tex->isHardwareCanvas()) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
if (base->isHardwareCanvas()) static_cast<FCanvasTexture*>(base)->NeedUpdate();
for (auto &set : mDescriptorSets)
{
@ -152,7 +140,7 @@ VulkanDescriptorSet *VkHardwareTexture::GetDescriptorSet(const FMaterialState &s
VulkanSampler *sampler = fb->GetSamplerManager()->Get(clampmode);
WriteDescriptors update;
update.addCombinedImageSampler(descriptor.get(), 0, GetImage(tex, translation, flags)->View.get(), sampler, mImage.Layout);
update.addCombinedImageSampler(descriptor.get(), 0, GetImage(mat->BaseLayer(), translation, flags)->View.get(), sampler, mImage.Layout);
for (int i = 1; i < numLayers; i++)
{
FTexture *layer;

View file

@ -27,8 +27,6 @@ public:
static void ResetAll();
void Reset();
void Precache(FMaterial *mat, int translation, int flags);
VulkanDescriptorSet *GetDescriptorSet(const FMaterialState &state);
// Software renderer stuff